/Engine/Plugins/Experimental/PhysicsControl/Source/PhysicsControl/Public/PhysicsControlData.h
They make it easy to create the controls with "default" strength/damping (e.g. taken from the physics asset) inFPhysicsControlData, and then the strength/damping etc can be scaled every tick (typically between 0 and 1, though that is up to the user).
[USTRUCT](Programming/UnrealArchitecture/Reference/Structs)([BlueprintType](Programming/UnrealArchitecture/Reference/Structs/Specifiers/BlueprintType)) struct FPhysicsControlMultiplier
float
AngularDampingRatioMultiplier
Multiplier on the angular damping ratio.
float
AngularExtraDampingMultiplier
Multiplier on the angular extra damping.
float
AngularStrengthMultiplier
Multiplier on the angular strength.
FVector
LinearDampingRatioMultiplier
Per-direction multiplier on the linear damping ratio.
FVector
LinearExtraDampingMultiplier
Per-direction multiplier on the linear extra damping.
FVector
LinearStrengthMultiplier
Per-direction multiplier on the linear strength.
FVector
MaxForceMultiplier
Per-direction multiplier on the maximum force that can be applied. Note that zero means zero force.
float
MaxTorqueMultiplier
Per-direction multiplier on the maximum torque that can be applied. Note that zero means zero torque.